Changed it so that when rezzing prims from inventory, a bounding box containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.

trunk
MW 2009-07-13 14:42:46 +00:00
parent a7043ebf53
commit c4318136ba
3 changed files with 55 additions and 3 deletions

View File

@ -2318,7 +2318,7 @@ namespace OpenSim.Region.Framework.Scenes
{
pos = GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, group.GroupScale(), false);
BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(), false);
group.AbsolutePosition = pos;
}
else

View File

@ -1386,8 +1386,7 @@ namespace OpenSim.Region.Framework.Scenes
//increase height so its above the ground.
//should be getting the normal of the ground at the rez point and using that?
float ScaleOffset = Math.Abs(scale.Z);
pos.Z += ScaleOffset / 2f;
pos.Z += scale.Z / 2f;
return pos;
}
}

View File

@ -581,6 +581,59 @@ namespace OpenSim.Region.Framework.Scenes
return returnresult;
}
/// <summary>
/// Gets a vector representing the size of the bounding box containing all the prims in the group
/// Treats all prims as rectangular, so no shape (cut etc) is taken into account
/// </summary>
/// <returns></returns>
public Vector3 GetAxisAlignedBoundingBox()
{
//int count = 0;
float maxX = 0f, maxY = 0f, maxZ = 0f, minX = 256f, minY = 256f, minZ = 256f;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
Vector3 worldPos = part.GetWorldPosition();
Quaternion worldRot = part.GetWorldRotation();
Vector3 size = part.Scale * worldRot;
// m_log.InfoFormat("prim {0} , world pos is {1} , {2} , {3} , and size is {4} , {5} , {6}", count, worldPos.X, worldPos.Y, worldPos.Z, size.X, size.Y, size.Z);
// count++;
float tx= worldPos.X +( size.X/2);
float bx = worldPos.X - (size.X/2);
if (tx > maxX)
maxX = tx;
if (bx < minX)
minX = bx;
float ty = worldPos.Y + (size.Y / 2);
float by = worldPos.Y - (size.Y / 2);
if (ty > maxY)
maxY = ty;
if (by < minY)
minY = by;
float tz = worldPos.Z + (size.Z / 2);
float bz = worldPos.Z - (size.Z / 2);
if (tz > maxZ)
maxZ = tz;
if (bz < minZ)
minZ = bz;
}
}
Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
//m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
return boundingBox;
}
#endregion
public void SaveScriptedState(XmlTextWriter writer)